193,688 Commits over 4,079 Days - 1.98cph!
Fix not being able to connect again
Updated env_wind to affect treesway on its own
Updated steam.inf
Restored Half-Life 1 turret entities
Update ignore.conf with even more post-compile useless folders
Better solution for the same thing
Fixed RebuildSpawnIcon() not taking bodygroups into account
Entity.SetModelScale is now limited to +-400 on server (unclamped on client)
Send a full character state when group or group subscribers change. Fixes state not getting fully sent to new connections
Fixed a crash issue with Vehicle.GetVehicleViewPosition
Vehicle.GetVehicleViewPosition's only argument is now optional ( defaults to 0 )
Fixed a few Vehicle functions returning garbage in certain cases ( GetVehicleViewPosition, GetPassengerSeatPoint, GetWheelContactPoint )
State diff was getting processed twice unnecessarily
Character kept nagging about "Facepunch.Bass.Serialization.Serializer<GameData.CharacterState>' is obsolete: `Don't bother using this any more'", so I've removed it and converted the state sends to use the newer system.
Rename team balancing. Make it clearer that is does NOT rebalance automatically in all cases, e.g. When imbalance happens due to player disconnections.
Added server-side verification for client character selections
Fixed confetti trophy, effect pivot needs tweaking I think.
Bots now respect auto-balancing team selections
work in progress, only preprocess prefabs that aren't directly referenced by other assets
Don't use Time.time for auto muting to avoid possible issues with float precision
Fixed Cargoship interior ambience collider not flagged as trigger
Human initial pool allocation = 16
simplified item/mission validation
Server validates player records (customisation items/missions) on login, removing any deleted items/missions and ensuring they have the default item set.
Removed hardcoded item default values, now taked from the customisation DB, item definitions can be marked as default.
Show a different message if players can't connect because the server is full
Handle some more raknet packets so we know if the connection failed
[D11] WIP Options Menu now accessible from Main Menu
Removed StatsUtility and fixed potential bug in editor caused by cached definition lookup
GroupStats collection reset
Fixed attributes not being editable (script has new GUID, might require manual reimport of Resources/Data/Definitions/Stats/Attributes folder
Fixed potential exception in Unit.Wearables.Save
ResourceView pooling cleanup
Add ConnectionState component to boot prefab
ConnectionState component has UnityEvents for changes in connection state, and controls reconnecting
Settlement level building requirements no longer limited to addons on the root building, regular buildings will trigger player placement and wait for a placement callback
[D11] Server logging in JSON.
[D11] Capitalize build call
Building construction persistence fixes
[D11] Shortened Jenkinsfile now lives in plugins
BasePlayer.ForceUpdateTriggers tweaks (handle the rare case of multiple layered calls)
Fixed overlay UI canvas not being hidden when current screen is toggled (fixes save game snapshots showing the quicksave overlay)